2 #include <SDL2/SDL_mixer.h>
7 #include "game/debug_tree.h"
8 #include "game/edit_field.h"
9 #include "game/level.h"
10 #include "game/sound_samples.h"
11 #include "system/error.h"
12 #include "system/lt.h"
14 typedef enum Game_state {
15 GAME_STATE_RUNNING = 0,
27 char *level_file_path;
28 Sound_samples *sound_samples;
31 Debug_tree *debug_tree;
32 SDL_Renderer *renderer;
35 Game *create_game(const char *level_file_path,
36 const char *sound_sample_files[],
37 size_t sound_sample_files_count,
38 SDL_Renderer *renderer)
40 assert(level_file_path);
42 Lt *const lt = create_lt();
47 Game *game = PUSH_LT(lt, malloc(sizeof(Game)), free);
49 throw_error(ERROR_TYPE_LIBC);
54 game->renderer = renderer;
56 game->level = PUSH_LT(
58 create_level_from_file(level_file_path),
60 if (game->level == NULL) {
64 game->level_file_path = PUSH_LT(lt, malloc(sizeof(char) * (strlen(level_file_path) + 1)), free);
65 if (game->level_file_path == NULL) {
66 throw_error(ERROR_TYPE_LIBC);
69 strcpy(game->level_file_path, level_file_path);
73 create_sprite_font_from_file("fonts/charmap-oldschool.bmp", renderer),
75 if (game->font == NULL) {
79 game->debug_tree = PUSH_LT(
81 create_debug_tree(game->font),
83 if (game->debug_tree == NULL) {
87 game->camera = PUSH_LT(lt, create_camera(renderer, game->font), destroy_camera);
88 if (game->camera == NULL) {
92 game->sound_samples = PUSH_LT(
96 sound_sample_files_count),
97 destroy_sound_samples);
98 if (game->sound_samples == NULL) {
102 game->state = GAME_STATE_RUNNING;
107 void destroy_game(Game *game)
110 RETURN_LT0(game->lt);
113 int game_render(const Game *game)
117 if (game->state == GAME_STATE_QUIT) {
121 if (level_render(game->level, game->camera) < 0) {
125 if (debug_tree_render(game->debug_tree, game->renderer) < 0) {
132 int game_sound(Game *game)
134 return level_sound(game->level, game->sound_samples);
137 int game_update(Game *game, float delta_time)
140 assert(delta_time > 0.0f);
142 if (game->state == GAME_STATE_QUIT) {
146 if (game->state == GAME_STATE_RUNNING) {
147 if (level_update(game->level, delta_time) < 0) {
151 if (level_enter_camera_event(game->level, game->camera) < 0) {
160 static int game_event_pause(Game *game, const SDL_Event *event)
165 switch (event->type) {
167 game->state = GAME_STATE_QUIT;
171 switch (event->key.keysym.sym) {
173 game->state = GAME_STATE_RUNNING;
174 camera_toggle_blackwhite_mode(game->camera);
175 sound_samples_toggle_pause(game->sound_samples);
178 camera_toggle_debug_mode(game->camera);
179 level_toggle_debug_mode(game->level);
180 debug_tree_toggle_enabled(game->debug_tree);
186 return level_event(game->level, event);
189 static int game_event_running(Game *game, const SDL_Event *event)
194 switch (event->type) {
196 game->state = GAME_STATE_QUIT;
200 switch (event->key.keysym.sym) {
202 printf("Reloading the level from '%s'...\n", game->level_file_path);
204 game->level = RESET_LT(
207 create_level_from_file(
208 game->level_file_path));
210 if (game->level == NULL) {
211 print_current_error_msg("Could not reload the level");
212 game->state = GAME_STATE_QUIT;
216 camera_disable_debug_mode(game->camera);
221 printf("Reloading the level's platforms from '%s'...\n", game->level_file_path);
222 if (level_reload_preserve_player(game->level, game->level_file_path) < 0) {
223 print_current_error_msg("Could not reload the level");
224 game->state = GAME_STATE_QUIT;
230 game->state = GAME_STATE_PAUSE;
231 camera_toggle_blackwhite_mode(game->camera);
232 sound_samples_toggle_pause(game->sound_samples);
236 camera_toggle_debug_mode(game->camera);
237 level_toggle_debug_mode(game->level);
238 debug_tree_toggle_enabled(game->debug_tree);
245 return level_event(game->level, event);
248 int game_event(Game *game, const SDL_Event *event)
253 switch (game->state) {
254 case GAME_STATE_RUNNING:
255 return game_event_running(game, event);
257 case GAME_STATE_PAUSE:
258 return game_event_pause(game, event);
267 int game_input(Game *game,
268 const Uint8 *const keyboard_state,
269 SDL_Joystick *the_stick_of_joy)
272 assert(keyboard_state);
274 if (game->state == GAME_STATE_QUIT || game->state == GAME_STATE_PAUSE) {
278 return level_input(game->level, keyboard_state, the_stick_of_joy);
281 int game_over_check(const Game *game)
283 return game->state == GAME_STATE_QUIT;